Mogmurch

Mogmurch Goboom's page

45 posts. Alias of dathom.


Full Name

Mogmurch Goboom

Race

Goblin; HP 23/23 | AC:20 | T:17 | FF:13 | CMB: +0 | CMD:14 | Fort:+6 | Ref:+7 | Will:+0 | Init:+4 | Perc: +3

Classes/Levels

Alchemist / 3

Gender

Male

Size

Small

Age

10

Alignment

NE

Languages

Goblin, Common, Varisian

Strength 8
Dexterity 18
Constitution 13
Intelligence 15
Wisdom 8
Charisma 10

About Mogmurch Goboom

Mogmurch’s Song:
”Things go boom when Mogmurch throws,
Much more fun than using bows.
Sometimes where the boom boom blows
Is not my fault—that’s how it goes."

Height: 3'2"
Weight: 33 lbs
Eyes: Red
Hair: Hair?
Skin: Green
XP: 0 of 2000

Durability:
Hit Points: 23
Initiative: +4
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 20 (10 +2 armor +4 Dex +1 Size +1 Dodge +1 Deflection +1 Shield)
Touch: 17
Flat-footed: 13

Saves:
Fortitude: +6 (3 +1 Con +2 feat)
Reflex: +7 (3 +4 Dex)
Will: -1 (1 -1 Wis)

Situational Bonuses: +1 bonus on Reflex save vs. unexpected falls.

Combat:
Base Attack Bonus: +2
Melee Attack Bonus: +2 (2 BAB- 1 Str+ 1 Size)
Range Attack Bonus: +7 (2 BAB+ 4 Dex+ 1 Size)
Combat Maneuver Bonus: +0 (2 BAB-1 Str- 1 Size) CM DC: 14 (10+ 2 Base -1 Str + 4 Dex - 1 Size)

club: +2 Melee (1d4-1; 20/x2; B)
Bomb: +8 Ranged (1D6+2; 20/X2; fire)

Feats:

Spoiler:

Brew Potion (class):At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything (class): All alchemists gain the Throw Anything feat as a bonus feat at 1st level which allows him to throw improvised weapons without the normal -4 and grants a +1 competence bonus to attack with splash weapons.
Great Fortitude: +2 to Fortitude Saves
Dodge: +1 dodge bonus to AC

Traits:

Spoiler:
Bouncy: First 1d6 of lethal falling damage is converted to non-lethal. +1 bonus on Reflex save vs. unexpected falls.

Other Special Abilities and Special Qualities:

Spoiler:

Favored Class (Alchemist)
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Darkvision: Can see in the dark up to 60 feet
Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.
Alchemy: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Bomb (Su): 2d6+2 5 x day DC 13
Mutagen (Su):At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Use
Swift Alchemy:
Precise Bomb: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Skills: Skillpoints gained/level (6) 4+2(int)

Spoiler:
Acrobatics: +4 (0 ranks; ; +4 Dex; -0 armor)
*Appraise: +2 (0 ranks; +0 trained; +2 Int)
Bluff: +0 (0 ranks; +0 trained; +0 Cha)
Climb: -1 (0 ranks; +0 trained; -1 Str; -0 armor)
*Craft (Alchemy): +8 (+11) (2 ranks; +3 trained; +2 Int; (+3 comp.))
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Disable Device: N/A (0 ranks; +0 trained; +2 Int)
Escape Artist: +4 (0 ranks; +0 trained; +4 Dex; -0 armor)
Fly: N/A (0 ranks; +0 trained; +4 Dex; -0 armor)
Heal: +3 (1 ranks; +3 trained; -1 Wis)
Intimidate: +0 (0 ranks; +0 trained; +0 Cha)
*Know (arcana): +2 (0 ranks; +0 trained; +2 Int)
*Know (nature): +8 (3 ranks; +3 trained; +2 Int)
Know (history): N/A (0 ranks; +0 trained; +2 Int)
Know (religion): N/A (0 ranks; +0 trained; +2 Int)
Know (planes): N/A (0 ranks; +0 trained; +2 Int)
Linguistics: (0 ranks; +0 trained; +2 Int)
Perform (): +0 (0 ranks; +0 trained; +0 Cha)
*Perception: +5 (2 ranks; +3 trained; -1 Wis)
*Profession (): +0 (0 ranks; +0 trained; -1 Wis)
Ride: +9 (1 ranks; +0 trained; +4 Dex; -0 armor; +4 skilled)
Sense Motive: -1 (0 ranks; +0 trained; -1 Wis)
*Sleight of hand: +8 (1 ranks; +3 trained; +4 Dex)
Stealth: +15 (3 ranks; +4 Dex; +4 size; -0 armor; +4 skilled)
*Spellcraft: +2 (0 ranks; +0 trained; +2 Int)
*Survival: +5 (3 ranks; +3 trained; -1 Wis)
Swim: +0 (0 ranks; +0 trained; -1 Str; +1 trait; -0 armor)
*Use magic Device: +0 (0 ranks; +0 trained; +0 Cha)

Spells:

Spoiler:
Concentration:1d20 +3 level +2 stat

Formulae List: 1st: Cure Light Wounds, Expeditious Retreat, Shield, Detect Undead, Jump, Reduce Person, True Strike

Prepared (2):1st: Cure Light Wounds, Expeditious Retreat, Shield

Lucky pet toad "Amphibier"

Spoiler:
Toad CR 1/8
N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +3, Will +2

OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth

Carrying Capacity:
Light Load: 0 lbs - 33 lbs
Medium Load: 34 lbs - 66 lbs
Heavy Load: 67 lbs - 100 lbs
Lift Over Head: 100 lbs
Lift Off Ground: 200 lbs
Push or Drag: 500 lbs

Carried Possessions (19 lbs):

Spoiler:

Sheathed or Worn (12 lbs):
Club:
potion of barkskin, potions of cure light wounds (3), potions of identify (3), potion of levitate, acid (4), alchemist’s fire (4), thunderstone; leather armor, mwk buckler, club, ring of protection +1, black eye patch (with hole to see through cut in it), formula book (contains all extract formulae known, recorded in the form of sketches and drawings because words are scary), gourd of pickled leeches just about ready to eat (counts as 1 day’s field rations), hard leather boot (used as belt pouch), jester’s hat, juicy slug in a small pot (snack), lucky pet toad “Amfibier,” metal codpiece, pumpkin-head lantern, skull face mask, spectacles (for show)

Pouch with Coins (0 lbs):
CP:
SP:
GP:
PP:

About Mogmurch:
Ten-year-old Mogmurch is deranged. Mogmurch lives with his mate Rempty, who has an irritating habit of
licking his face clean in public (especially when he leaves
the village). She thinks his use of alchemy is very clever,
and while she loves the flavor Mogmurch’s experiments
leave on his face, she worries that he’ll some day blow
himself up when she’s not around to watch.